From 2d68fbfb55656261cae0f16fd817cf20854344bf Mon Sep 17 00:00:00 2001 From: Spoike Date: Sat, 6 Jan 2018 18:29:36 +0000 Subject: [PATCH] fix r_waterstyle 2/3 entity flickering git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5197 fc73d0e0-1445-4013-8a0c-d673dee63da5 --- engine/gl/gl_backend.c | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/engine/gl/gl_backend.c b/engine/gl/gl_backend.c index 7c1b14be0..752c07111 100644 --- a/engine/gl/gl_backend.c +++ b/engine/gl/gl_backend.c @@ -4988,7 +4988,7 @@ static void GLBE_SubmitMeshesSortList(batch_t *sortlist) { shaderstate.tex_refraction[r_refdef.recurse] = Image_CreateTexture("***tex_refraction***", NULL, 0); if (!shaderstate.tex_refraction[r_refdef.recurse]->num) - qglGenTextures(1, &shaderstate.tex_refraction[r_refdef.recurse]->num); + qglGenTextures(1, &shaderstate.tex_refraction[r_refdef.recurse]->num); } if (shaderstate.tex_refraction[r_refdef.recurse]->width != r_refdef.pxrect.width || shaderstate.tex_refraction[r_refdef.recurse]->height != r_refdef.pxrect.height) { @@ -5921,6 +5921,7 @@ void GLBE_DrawWorld (batch_t **worldbatches) GLBE_SelectEntity(&r_worldentity); // shaderstate.curtime = shaderstate.updatetime = realtime; + shaderstate.depthrange = 0; shaderstate.identitylighting = 1;